Marie has served in the French military for six years as a no-nonsense soldier in the infantry. After a stint with the UN peacekeeping forces, she was assigned to the Geofront Expeditionary Force to serve in its defense. After two years of peace in sleepy Paris-2, the Angel attacks began, serving as a rude awakening. Marie's unit had one of the highest attrition rates in the entire Force; her relatively stable personality and mood is a testament to her sheer force of will, considering the horrors she's faced.

Marie is a loyal individual, and hates to be seen as somehow not pulling her own; she refuses to leave a man behind, and is very protective of people in her unit.

Her time in the SOS has been marred by bad luck and heavy wounds, and perhaps only Henri has suffered more damage. She's been hurled into space, suffered extensive wounds to her nose and face and been inflicted with nightmares and visions during the Eden Base operation. Despite all of this, her loyalty to the SOS - and particularly her squadmates - has been unwavering, and she remains a key member of almost every operation.

She maintains an exceedingly close relationship with Henri Duval – who typically serves as her partner on ground missions - to a degree some are happy to receive as beyond the platonic, but her typical interactions with him remain more motherly than romantic. Nevertheless, this unusual closeness served to bring her into repeated conflict with Anna Muller during the course of Henri’s recovery and the two have held on to a mutual dislike of one another ever since, straining her relationship with Henri somewhat in turn.

Vitals

Traits

Gain a Conditional Fate Point which may only be spent to restore wounds, reduce damage or to remove all levels of fatigue. Automatically gain 2 successes when using Personal Training to improve Strength, Toughness or Agility.

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Drawbacks

Drawback

Subname

Effect

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Traits

Trait

Subname

Effect

Impact Hero

TO/WP/FE

You increase three of the following by +5: Strength, Toughness, Intelligence, Fellowship, Willpower.

Prepared for the Worst

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Whenever you spend a Fate Point you roll a separate 1d10. On a roll of 7, 8, 9 or 10 the Fate Point is not spent.

Loss

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Whenever another, non-enemy human in your presence is in danger of death, you must succeed on a -10 Willpower test or attempt to directly intervene. If you know the individual personally, then you take a -30 penalty. Cannot be taken with 'Pick your Battles'.

Skill Talents

Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

Advanced Talents

Skill Reliant

Awareness, Dodge, Operate

Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.

Elite Talents

Skill Exemplar

Awareness, Dodge, Operate

Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.

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Buster

Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.

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Cleaver

The attack gains +2 Penetration.

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Crippler

Should the attack deal Critical Damage, then it deals +1 Critical Damage.

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Overwhelm

After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.

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Touché

Targets take a -20 penalty to dodge or parry this attack.

Elite Talents

Critical Strike

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On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects.

Melee Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Furious Charge

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You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).

Double Team

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Increase Gang-Up bonus by +10.

Street Fighting

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+2 Critical Damage with a knife, Natural or unarmed attack.

Swift Attack

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This talent permits use of the Swift Attack Action.

Unarmed Warrior

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Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.

Ranged Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Covering Fire

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Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.

CQC Gunplay

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When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.

Deadeye Shot

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You reduce the penalty to called shots and for shooting at long or extreme range by -10.

Hip Shooter

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You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.

Rapid Reload

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Weapon reload times are reduced by a half action.

Advanced Talents

Barrage

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You may reroll a single Burst ranged attack per round and take the preferred result, and you increase your maximum hits when making a ranged Burst attack by one.

Cleanse and Purify

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Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.

Crack Shot

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You deal +2 critical damage with ranged attacks.

Flush Out

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When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.

Gun Drill

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You increase your maximum hits when making a ranged Burst attack by one.

Independent Targeting

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When firing two ranged weapons at once, may may attack targets more than 1km apart.

Overcharge

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Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing you pass a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.

Sharpshooter

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You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.

Elite Talents

Assault Shooter

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You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.

Eye of Vengeance

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You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. Furthermore, when you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.

Mighty Shot

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You add half of BSB to ranged weapon damage, rounding down.

Stable Shooter

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You gain the Auto-Stabilised Trait.

Storm of Iron

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Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.

Demolitions Talents

Medical Talents

Piloting Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Adept Maneuvering

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When your vehicle is successfully hit by an attack, you may take a free Operate test, whichever is appropriate. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.

Brace for Impact

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When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.

Reduce Profile

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When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.

Advanced Talents

Aggressive Maneuver

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When you are operating an vehicle, you reduce any penalty to attack tests due to speed by 10.

Rapid Repositioning

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When you crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.